Saturday, March 10, 2012

What's Inside the Book

As Psi-punk moves closer to completion, we've been working on setting up the book's layout; determining which chapters go where, what each is called, how the book is going to look when it's finished, etc.  Now that we have the chapters laid out, we can discuss a little bit about each of them.

Below is an overview of each of the chapters taken from the book's introduction.  It will give you a good sense of what to expect within the pages of the Psi-punk sourcebook.

Inside This Book

Inside of this book you will find a ready-to-use role-playing game complete with a setting, rules for character creation, playing the game, and GM-specific pieces of advice for running a game of Psi-punk.  Though this game uses Fudge mechanics, this stand-alone product is presented with everything you will need (short of dice and players) to get started with your adventures – no additional reference materials are required.

In Chapter 1: The World of Psi-punk, you will be given a brief overview of the setting, its history, and the events leading up to the present day in the year 2096.

n Chapter 2: Character Creation you will be given all of the information and tools necessary for creating a character suitable for play in this setting.  You will also be introduced to the Fudge “trait ladder” and how it applies to everything you do in the game.

Chapter 3: Equipment is a character-focused section geared toward gear.  Everything a character will need to enter the harsh world of Psi-punk, from guns to armor, magic devices to cybernetics, is presented in one chapter for ease of reference.

In Chapter 4: Playing the Game, you will find the majority of the rules and guidelines that will help both players and Game Masters make the most of the system.  An introduction to Fudge Dice is given, as well as all of the crunchy game mechanics including skill use, combat resolution, getting wounded, and healing those wounds.  The chapter is rounded off with a helpful example combat that will illustrate how the game mechanics work in practice.

Chapter 5: Psionics and Magic is an in-depth look at one of the defining aspects of Psi-punk.  Presented therein is all of the information you will need to add psionics (and magic) to your game.

Chapters 6 and 7 (Hacking and When Worlds Diverge, respectively) provide some additional insight into the rules and the game’s setting.  Many of the presented rules are optional but can be utilized to add some flair to any campaign – by using these more complex skill systems and multiple planes of existence, you will experience much more of what the game has to offer.

Finally, Chapter 8: Game Mastering is a guide to help both new and experienced GMs run a game of Psi-punk.  New GMs are offered some advice on planning and putting together a campaign, and details about NPCs, encounters, and loot are provided as well.

Additional appendices are also presented which contain a useful character sheet, an example of how you can substitute regular six-sided dice for Fudge dice, and more.
As you can see, there's a lot in store for Psi-punk.  Check back again for more details about our exciting new game and, as always, feel free to comment.